393 karma · joined July 7, 2010
As per the arrangements, I agree. I was just trying to replicate the original demo.
In this case I hadn't yet optimised the app like that. But I've implemented it now, thanks for pointing it out!
From the top of my head (fluxus) [1] and impromptu [2]. And I bet every game company have their own live editing tools.
Anyway, </rant>.
What inspired me was this video of Iq's live coding setup [3] from last year. Months later I made a webgl version [4] to help spread glsl know-how. Then doing the HTML/CSS/JavaScript one was just natural de-evolution :)
[1] http://www.pawfal.org/fluxus/
[2] http://en.wikipedia.org/wiki/Impromptu_(programming_environm...
However, the guys have just released it and haven't had much time to make sure it works on other browsers yet. The only thing that shouldn't work on Firefox at the moment is the audio as it uses Web Audio API. We'll look into it asap.
Hopefully WebCL will get some traction and the simulation could be moved to the GPU in... a year? That way JavaScript will just have to do a bit of wiring.
Matter of taste. Keep that in mind and you'll become more respectful.
Also, don't forget to checkout the rest of effects [1], there are lots! :)
Yes. Chrome Experiments is not about Chrome-specific experiments but about pushing Javascript and the new cross-browser APIs.
I always try to use APIs supported by more than one browser. It just happened that it performed much faster on Chrome than any other browser for a year or so (until the other browsers catched up).
Good to see that, 2 years after relase, people on Firefox/Opera/IE can finally see the thing properly ;)
Fun fact: The API being used has been deprecated for a while and, as far as I know, there is no alternative.
[1] http://box2d-js.sourceforge.net/ [2] http://www.chromeexperiments.com/
Takes a while to load... WASD to move around and mouse drag to change the POV.